1 Shader "Hidden/MultipassHollywoodFlares" {
2 Properties {
3 _MainTex ("Base (RGB)", 2D) = "" {}
4 _NonBlurredTex ("Base (RGB)", 2D) = "" {}
5 }
6
7 CGINCLUDE
8
9 #include "UnityCG.cginc"
10
11 struct v2f {
12 half4 pos : SV_POSITION;
13 half2 uv : TEXCOORD0;
14 };
15
16 struct v2f_opts {
17 half4 pos : SV_POSITION;
18 half2 uv[7] : TEXCOORD0;
19 };
20
21 half4 offsets;
22 half4 tintColor;
23
24 half stretchWidth;
25 half2 _Threshhold;
26
27 half4 _MainTex_TexelSize;
28
29 sampler2D _MainTex;
30 sampler2D _NonBlurredTex;
31
32 v2f vert (appdata_img v) {
33 v2f o;
34 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
35 o.uv = v.texcoord.xy;
36 return o;
37 }
38
39 v2f_opts vertStretch (appdata_img v) {
40 v2f_opts o;
41 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
42 half b = stretchWidth;
43 o.uv[0] = v.texcoord.xy;
44 o.uv[1] = v.texcoord.xy + b * 2.0 * offsets.xy;
45 o.uv[2] = v.texcoord.xy - b * 2.0 * offsets.xy;
46 o.uv[3] = v.texcoord.xy + b * 4.0 * offsets.xy;
47 o.uv[4] = v.texcoord.xy - b * 4.0 * offsets.xy;
48 o.uv[5] = v.texcoord.xy + b * 6.0 * offsets.xy;
49 o.uv[6] = v.texcoord.xy - b * 6.0 * offsets.xy;
50 return o;
51 }
52
53 v2f_opts vertVerticalCoords (appdata_img v) {
54 v2f_opts o;
55 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
56 o.uv[0] = v.texcoord.xy;
57 o.uv[1] = v.texcoord.xy + 0.5 * _MainTex_TexelSize.xy * half2(0,1);
58 o.uv[2] = v.texcoord.xy - 0.5 * _MainTex_TexelSize.xy * half2(0,1);
59 o.uv[3] = v.texcoord.xy + 1.5 * _MainTex_TexelSize.xy * half2(0,1);
60 o.uv[4] = v.texcoord.xy - 1.5 * _MainTex_TexelSize.xy * half2(0,1);
61 o.uv[5] = v.texcoord.xy + 2.5 * _MainTex_TexelSize.xy * half2(0,1);
62 o.uv[6] = v.texcoord.xy - 2.5 * _MainTex_TexelSize.xy * half2(0,1);
63 return o;
64 }
65
66 // deprecated
67 half4 fragPrepare (v2f i) : SV_Target {
68 half4 color = tex2D (_MainTex, i.uv);
69 half4 colorNb = tex2D (_NonBlurredTex, i.uv);
70 return color * tintColor * 0.5 + colorNb * normalize (tintColor) * 0.5;
71 }
72
73
74 half4 fragPreAndCut (v2f_opts i) : SV_Target {
75 half4 color = tex2D (_MainTex, i.uv[0]);
76 color += tex2D (_MainTex, i.uv[1]);
77 color += tex2D (_MainTex, i.uv[2]);
78 color += tex2D (_MainTex, i.uv[3]);
79 color += tex2D (_MainTex, i.uv[4]);
80 color += tex2D (_MainTex, i.uv[5]);
81 color += tex2D (_MainTex, i.uv[6]);
82 return max(color / 7.0 - _Threshhold.x, 0.0) * _Threshhold.y * tintColor;
83 }
84
85 half4 fragStretch (v2f_opts i) : SV_Target {
86 half4 color = tex2D (_MainTex, i.uv[0]);
87 color = max (color, tex2D (_MainTex, i.uv[1]));
88 color = max (color, tex2D (_MainTex, i.uv[2]));
89 color = max (color, tex2D (_MainTex, i.uv[3]));
90 color = max (color, tex2D (_MainTex, i.uv[4]));
91 color = max (color, tex2D (_MainTex, i.uv[5]));
92 color = max (color, tex2D (_MainTex, i.uv[6]));
93 return color;
94 }
95
96 half4 fragPost (v2f_opts i) : SV_Target {
97 half4 color = tex2D (_MainTex, i.uv[0]);
98 color += tex2D (_MainTex, i.uv[1]);
99 color += tex2D (_MainTex, i.uv[2]);
100 color += tex2D (_MainTex, i.uv[3]);
101 color += tex2D (_MainTex, i.uv[4]);
102 color += tex2D (_MainTex, i.uv[5]);
103 color += tex2D (_MainTex, i.uv[6]);
104 return color * 1.0/(7.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy
105 }
106
107 ENDCG
108
109 Subshader {
110 ZTest Always Cull Off ZWrite Off
111 Pass {
112
113 CGPROGRAM
114
115 #pragma vertex vert
116 #pragma fragment fragPrepare
117
118 ENDCG
119 }
120
121 Pass {
122
123 CGPROGRAM
124
125 #pragma vertex vertStretch
126 #pragma fragment fragStretch
127
128 ENDCG
129 }
130
131 Pass {
132
133 CGPROGRAM
134
135 #pragma vertex vertVerticalCoords
136 #pragma fragment fragPreAndCut
137
138 ENDCG
139 }
140
141 Pass {
142
143 CGPROGRAM
144
145 #pragma vertex vertVerticalCoords
146 #pragma fragment fragPost
147
148 ENDCG
149 }
150 }
151
152 Fallback off
153
154 }